Jaime Passos
369fd8e35f
Fix LUAh_SeenPlayer not working
2020-02-17 23:06:38 -03:00
Louis-Antoine
f209721ded
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into keep-body
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# Conflicts:
# src/g_game.c
# src/p_setup.c
2020-01-22 03:57:22 +01:00
Louis-Antoine
d374bf4f9b
Let clients rejoin the server without losing their status
...
This is accomplished by simply preserving
the player's body after disconnecting.
Bodies will despawn after the number of minutes
specified by the "rejointimeout" console variable (float).
A value of 0 disables the feature completely.
Clients rejoining are identified by their IP address,
and may rejoin even if the server is full or joins are disabled,
for as long as their body remains.
From a technical standpoint, when the user disconnects,
the player they were controlling does not leave,
the underlying player_t just keeps working normally,
except it does not receive any input anymore.
When the user reconnects, they are simply "relinked"
to their player_t.
Those "soulless" players can be identified through
their "quittime" field, which is the number of tics
elapsed since the user disconnected, or zero
if still connected. "quittime" is exposed to Lua.
2020-01-22 03:05:08 +01:00
Zachary McAlpin
11d21dd950
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into playerthink-hook
2020-01-08 18:52:56 -06:00
James R
0bbc11c2a9
Merge branch 'lua-neatstuff' into 'next'
...
Extra functionality for lua
See merge request STJr/SRB2!601
2020-01-05 20:54:17 -05:00
Zachary McAlpin
dc51ba6b64
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into playerthink-hook
2020-01-01 17:11:19 -06:00
Jaime Passos
35ff383a4a
Rename `seenplayer
to
seenfriend
`
2020-01-01 15:17:29 -03:00
Nami
ef4840555e
Add MobjLineCollide hook
2019-12-31 15:17:02 -08:00
Jaime Passos
1c048275da
**NEW!** hook_SeenPlayer
2019-12-31 14:37:45 -03:00
Nami
a36920808b
Revert changes to searchBlockmap because on reflection, the benefits didn't outweigh breaking every current usage of it
...
Readd ThinkFrame in its original position
PostThinkFrame now runs at the end of P_Ticker, only MapEnd runs after it
2019-12-30 19:04:27 -08:00
Nami
58dd578b09
Let's try this again!
2019-12-29 20:36:24 -08:00
Zachary McAlpin
9fe20aa1a3
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into playerthink-hook
2019-12-26 17:29:54 -06:00
Zachary McAlpin
e08b3b691f
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2 into playerthink-hook
2019-12-26 16:59:47 -06:00
Alam Ed Arias
61a0197339
Merge branch 'next' into gametype-clownery
2019-12-26 14:48:04 -05:00
Monster Iestyn
5241030012
Fix ShouldDamage, MobjDamage and MobjDeath hooks all messing up the pushing of variables to Lua as function args, by adding damagetype support where it was missing!
...
The above issue occured only if you had both a generic hook and a type specific hook for a particular hook type. This way, the stack is never updated to include damagetype at the start, and all pushes of the variables get offsetted by 1 compared to what they should be, once the code *expects* damagetype to be included in it.
2019-12-25 21:48:59 +00:00
Jaime Passos
a657392d39
ViewpointSwitch improvements.
2019-12-23 20:22:57 -03:00
Zachary McAlpin
124a0754a6
Revert "Added CalculateCamera Hook"
...
This reverts commit 9f82cdb401
.
2019-12-19 17:21:55 -06:00
Zachary McAlpin
9f82cdb401
Added CalculateCamera Hook
2019-12-19 16:41:25 -06:00
Jaime Passos
00440224d2
De-fuck team change
2019-12-19 00:31:13 -03:00
Jaime Passos
5da55e8b76
Shadowed variable declarations whoopsie!!! uwu
2019-12-18 23:53:26 -03:00
Jaime Passos
6f857df5e5
ViewpointSwitch hack so nobody does anything evil
...
Prints the generic "can't do this in a HUD hook" message. Whatever. I'm tired.
2019-12-18 23:47:17 -03:00
Jaime Passos
be5fd1a0db
TeamSwitch hook for Lua
2019-12-18 23:40:58 -03:00
Jaime Passos
0421c81e04
ViewpointSwitch hook for Lua
2019-12-18 20:43:54 -03:00
Zachary McAlpin
87b816e408
Added PlayerThink hook
2019-12-14 15:28:24 -06:00
Steel Titanium
d415cd5c6d
Update copyright date on source files
2019-12-06 13:49:42 -05:00
Steel Titanium
597949f370
Change this for consistency.
2019-10-14 21:47:20 -04:00
Steel Titanium
0f79396757
New intermission thinker hook
2019-10-13 20:50:46 -04:00
toaster
3eb9b85fd4
"PlayerCanDamage" hook!
...
* Takes function(player, mo) input.
* Return TRUE for stating that yes, the player is in a state that can cause contact damage, do with that what you will.
* Return FALSE for stating that no, the player is weak and vulnerable and cannot cause contact damage, do with that what you will.
* Return NIL for allowing the function to continue regular operation.
Fills a different ideological niche than ShouldDamage - that's for determining whether damage dished between two objects should happen, this is for determining which way around damage should be dished when considering a player-object interaction.
Or, in other words, think of it as "ShouldDamage is whether damage that has been requested should be granted, for object-object interaction, while PlayerCanDamage is for whether global player properties should cause damage to enemies and monitors in the first place, like spinning, hammering or stomping."
2019-06-19 12:55:05 +01:00
toaster
28dfeb344b
Instead of only performing a hook if the Lua Hook loop determines its type to be the one we want, actively continue through the loop if it's NOT. This optimisation was performed while preparing the following commit; I have generously split them out for less shitty commit-by-commit review.
2019-06-19 12:28:57 +01:00
mazmazz
075f28b7c8
WIP 20190101 merge
...
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
Nev3r
caaacf3f76
Fixed the shield spawn/special hook cases on the hook add switch.
...
They basically work now.
Signed-off-by: Nev3r <apophycens@gmail.com>
2018-12-24 17:31:00 +01:00
Latapostrophe
c7060aa5ad
Remove mute boolean from playermsg hook, fix username stuff still being there, potential memory leaks, and added back the ip message.
2018-12-22 16:44:58 +01:00
Latapostrophe
45aba493c7
2.1.21 and all of the kart additions. Woo.
2018-12-17 20:43:59 +01:00
Jimita
6d7689c1a7
Merge branch 'next' into lua_mapchange
2018-11-30 15:10:59 -02:00
MPC
54cae84849
Change MapChange so Lua returns the map number you change
2018-11-30 14:01:40 -03:00
Monster Iestyn
1b2aea81dc
Merge branch 'master' into next
2018-11-25 20:39:17 +00:00
mazmazz
ea7162a76a
Update source copyrights to 2018
2018-11-25 07:35:38 -05:00
Monster Iestyn
896de73c60
....ow this slipup hurt me badly
2018-11-10 16:00:33 +00:00
Monster Iestyn
268bde3fdf
Merge branch 'public_next'
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# Conflicts:
# src/d_netcmd.c
# src/d_netcmd.h
# src/dehacked.c
# src/g_game.h
# src/hardware/hw_draw.c
# src/hardware/hw_main.c
# src/lua_baselib.c
# src/lua_hook.h
# src/lua_hooklib.c
# src/lua_hudlib.c
# src/lua_libs.h
# src/lua_maplib.c
# src/lua_script.c
# src/m_misc.h
# src/p_mobj.c
# src/s_sound.c
# src/sdl12/mixer_sound.c
# src/w_wad.c
2018-11-10 15:41:57 +00:00
Monster Iestyn
d8f3a20e65
Merge branch 'Playerquit_hook' into 'next'
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"PlayerQuit" Lua Hook
See merge request STJr/SRB2!127
2018-11-08 15:53:35 -05:00
Monster Iestyn
61176ee736
Merge branch 'public_next'
...
# Conflicts:
# src/doomdef.h
# src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
# src/win32/win_vid.c
2018-01-02 17:32:24 +00:00
Monster Iestyn
c7cd64583d
Added a bunch of I_Asserts to lua_hooklib.c relating to mobj types just in case
2017-12-17 20:59:24 +00:00
toasterbabe
844416855f
Smiles follow-mobj initial support! Still using a Lua hook to follow closely behind, but now it doesn't need to be a generic thinkframe. Woo!
2017-10-02 14:08:58 +01:00
Monster Iestyn
0dd15ed8a4
Merge branch 'master' into lua-lump-load-only
2017-07-09 15:06:15 +01:00
Monster Iestyn
1462c638cb
Added the "lua_lumploading" variable for restricting certain Lua functions to lump load time only
2017-04-25 21:45:53 +01:00
Monster Iestyn
a6f830ddff
Add the "MapThingSpawn" hook to Lua
2017-04-15 21:41:22 +01:00
Monster Iestyn
e3ded1671c
Added MobjMoveBlocked Lua hook
...
Also slightly edited P_XYMovement to properly check the mobj still exists before checking its eflags for MFE_SPRUNG, while I was at it
2017-01-21 23:49:18 +00:00
Inuyasha
37c8ef6369
Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
2016-12-22 17:46:39 -08:00
Louis-Antoine
db20bfb3c3
Generic mobj hooks are now run before mobjtype-specific mobj hooks, and player/linedef executor hooks now have their own lists
2016-12-15 21:05:54 +01:00
Prisima the Fox
dd13df2308
Whoops, didn't see the duplicate line.
2016-12-03 18:18:16 -05:00